Client delay

Most clients (players) use an internal buffer to deal with the jitter. Let’s suppose that the time that the client needs the time needed to fill this buffer , i.e., initial delay for the client is Cd(t) > 0.

 


 

Creative Commons License
P2PSP (Peer-to-Peer Straightforward Protocol) by Cristobal Medina-López, J. A. M. Naranjo, L. G. Casado and Vicente González-Ruiz

is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.